#Help
1 messages · Page 1 of 1 (latest)
I think I know a way but it might be a little overkill for what you are making
I'm going to assume that you are using a int variable right?
There are these you might be able to use
That’s not what he needs
Multiple ways to do this, but I would say you could send an event with the numbers (and the player's index with that number) and then compare. Then, send back that value multiplied by 10, etc etc
Just in simple terms, I'd let someone else explain and post something since I'm a little busy rn but yee
When they sit down, have it save to a sync'd variable for that seat. When you are ready to do the compare, you just compare the 2 sync'd values.
I mean if Tags were not broken as hell, you could save their numbers as their own tags and then compare with that
I'll make a basic system and put it here later
@drowsy halo here you go just don't sync the variable you'll be fine
That's like setting 2 synced Int Variables-
The easiest method would be using Tags. Which does not use NET but may break (even I'd rarely now.)
The most reliable method would be using Events or a "Custom Tags System". These do use NET but is much less likely to break.
I would say this person should use Tags until they learn how to properly use Events to send and transmit data between players (sending data to another player, and/or them sending back data.)
It's not it will have different values and the if player is local will make it the correct value
You are setting the text to the number. If the text is not synced, then the Parse Float will just output what the Local Player sees it as, which in this case would be 0. If the text is synced, then it will take NET and be the exact same but more intensive than just setting 2 synced Int Variables.
It works, but it is not optimised and very inefficient as described in this message, sorry. 😅
Sorry again, I meant in this message!
I was just trying to make one where you don't have to have an int variable for each player because I imagine he's going to have several people in the room using this
Unfortunately, you are essentially making a different type of Variable, which (regardless) has to be synced for this
Which is what the if player is local is doing
Not really, you are setting the text to what the input player's value is, which means the other players would see what the text originally said if not synced, or what the value is if synced (in this case, takes NET.)
For the Tags method, you locally set the Local Player's Tags to their Int Value when they enter the seat.
You then get both players to check each others Tags via Get (First) Tag(s), and compare it to your own, then (if yours is higher using Greater Than) you Multiply your own Int Value by 10, and set your Int Value to the Result.
@drowsy halo
Downside to this method is that Tags may break sometimes, even if rarely. This could be from a "blank tag" (which I think was fixed, and would not happen with this method anyway as the number cannot be "blank" anyway), or if you are trying to remove and set a tag on the exact same tick, which also rarely happens.